U.S. patent application number 14/175742 was filed with the patent office on 2014-08-14 for systems and methods for target training including synchronized music.
This patent application is currently assigned to MAKOTO USA, INC.. The applicant listed for this patent is Makoto USA, Inc.. Invention is credited to David Shaw, Marian Shaw.
Application Number | 20140228173 14/175742 |
Document ID | / |
Family ID | 51297824 |
Filed Date | 2014-08-14 |
United States Patent
Application |
20140228173 |
Kind Code |
A1 |
Shaw; Marian ; et
al. |
August 14, 2014 |
SYSTEMS AND METHODS FOR TARGET TRAINING INCLUDING SYNCHRONIZED
MUSIC
Abstract
Systems and methods for target training including synchronized
music for providing training of a user, and the system includes an
arena. The arena includes a plurality of towers, the towers located
within the arena, the plurality of towers each having a plurality
of lighted targets. The system includes a computing system,
interconnected with the plurality of towers, the computing system
configured to turn on and off the lighted targets, wherein the
lighted targets are configured to be actuated by the touch of a
user as well as the computing system.
Inventors: |
Shaw; Marian; (Centennial,
CO) ; Shaw; David; (Centennial, CO) |
|
Applicant: |
Name |
City |
State |
Country |
Type |
Makoto USA, Inc. |
Centennial |
CO |
US |
|
|
Assignee: |
MAKOTO USA, INC.
Centennial
CO
|
Family ID: |
51297824 |
Appl. No.: |
14/175742 |
Filed: |
February 7, 2014 |
Related U.S. Patent Documents
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Application
Number |
Filing Date |
Patent Number |
|
|
61762652 |
Feb 8, 2013 |
|
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|
Current U.S.
Class: |
482/4 |
Current CPC
Class: |
A63B 71/0622 20130101;
A63B 2225/74 20200801; G09B 19/00 20130101; A63B 2225/20 20130101;
A63B 2022/0092 20130101; A63B 22/00 20130101 |
Class at
Publication: |
482/4 |
International
Class: |
A63B 71/06 20060101
A63B071/06 |
Claims
1. A system for providing training of a user, the system
comprising: an arena; a plurality of towers, the towers located
within the area, the plurality of towers each having a plurality of
lighted targets; and a computing system, interconnected with the
plurality of towers, the computing system configured to turn on and
off the lighted targets, wherein the lighted targets are configured
to be actuated by the touch of a user as well as the computing
system.
2. The system of claim 1 wherein the computing system is configured
to turn the lighted targets on and off according to a pattern.
3. The system of claim 2 wherein the pattern is associated with a
beat of a song.
4. The system of claim 3 wherein the beat of the song is determined
by analyzing a digital representation of the song by the computing
system.
5. The system of claim 4 wherein the digital representation is a
digital music file provided to the computing system.
6. The system of claim 4 wherein the computing system generates the
digital representation based on signals detected by a microphone
associated with the computing system.
7. The system of claim 3 wherein the pattern is provided to the
computing system from an external source.
8. The system of claim 7 wherein the external source is a remote
server.
9. The system of claim 4 wherein the computing system detects a
first tone having a first frequency and amplitude and, after a
first period of time, detects a second tone having the first
frequency and amplitude and, after a second period of time, detects
a third tone having a first frequency and amplitude and based on
the first and second period being the same; sets the period of the
beat to the first period and a beat tone to the first frequency and
amplitude; and the computing system subsequently actuates at least
one of the plurality of lighted targets upon an occurrence of the
beat tone.
10. The system of claim 2 wherein a time it takes a user to actuate
each lighted target of the plurality of lighted targets is recorded
by the system.
11. The system of claim 2 wherein the time is used to calculate a
score for the user representing a time taken by the user to actuate
all of the lighted targets actuated by the computing system.
12. The system of claim 1 wherein each of the plurality of lighted
targets has an associated tone, and the computing system is
configured to modify the associated tone.
13. The system of claim 1 wherein the computing system is
configured to light lighted targets according to a presentation of
a math problem, wherein one set of lighted targets represents a
mathematical operation, and lighted targets are lighted according
to providing a first number, the mathematical operation, and a
second number; and wherein the user actuates a third number of
lighted targets corresponding to the answer to the math problem
and, responsive to the user providing the answer corresponding to a
correct answer, the computing system provides an indication to the
user.
14. The system of claim 2 wherein the pattern is a progressive
pattern, the progressive pattern first presenting a sequence of one
lighted target and, subsequent to a user actuating the correct
lighted target previously presented, adding an additional lighted
target to the sequence and repeating the adding of the additional
lighted target each time the user actuates the previously presented
sequence correctly.
15. The system of claim 2 wherein the pattern is associated with
sequences of at least two notes that reoccur in a song.
16. The system of claim 15 wherein the computing system monitors
the song for the sequences of at least two notes by detecting the
sequence of at least two notes at a first time in the song,
detecting the sequence of at least two notes at a second time in
the song, and setting the sequence of at least two notes to an
actuating sequence; wherein subsequently at least one of the
plurality of lighted targets is actuated by the computing system
upon the occurrence of the actuating sequence.
17. A method of training a user, the method comprising: providing
an arena having a plurality of lightable targets; lighting a target
of the plurality of lightable targets while simultaneously
providing an inquiry, the inquiry requesting a response from a
user; receiving an input from the user in the form of the user
hitting the target; and receiving an answer to the inquiry from the
user.
18. The method of claim 17, wherein the arena includes: a plurality
of towers, the towers located within the area, the plurality of
towers each having a portion of the plurality of lightable targets;
and a computing system, interconnected with the plurality of
towers, the computing system configured to turn on and off the
lighted targets, wherein the lighted targets are configured to be
actuated by the touch of a user as well as the computing
system.
19. The method of claim 18, wherein the target is lit such that the
user is required to make a cross body movement in order to actuate
the target.
20. A method for determining a signal pattern for an interactive
device, the method comprising: receiving, at a computing system, a
sound, the sound having a length and a pattern; determining the
pattern with the computing system; synchronizing a signal pattern
output by the computing device with the pattern.
21. The method of claim 20, wherein the sound is a song.
22. The method of claim 21, wherein the signal pattern indicates
when visual cues are to be lit.
23. The method of claim 22, wherein the pattern is a beat, and the
beat of the song is determined by analyzing a digital
representation of the song by the computing system.
24. The method of claim 23, wherein the digital representation is a
digital music file provided to the computing system.
25. The method of claim 24, wherein the computing system generates
the digital representation based on signals detected by a
microphone associated with the computing system.
26. The method of claim 20, wherein the pattern is provided to the
computing system from an external source.
27. The method of claim 26, wherein the external source is a remote
server.
28. The system of claim 24, wherein the computing system detects a
first tone having a first frequency and amplitude and, after a
first period of time, detects a second tone having the first
frequency and amplitude and, after a second period of time, detects
a third tone having a first frequency and amplitude; and based on
the first and second periods being the same, sets the period of the
beat to the first period and a beat tone to the first frequency and
amplitude; and the computing system subsequently actuates at least
one of the plurality of lighted targets upon an occurrence of the
beat tone.
Description
CROSS-REFERENCE TO RELATED APPLICATIONS
[0001] This application claims the benefit of U.S. Provisional
Application No. 61/762,652 filed Feb. 8, 2013, which is
incorporated by reference to the same extent as though fully
contained herein.
BACKGROUND
[0002] Various systems exist that incorporate the use of automated
systems to train and exercise the body, as well as providing
feedback concerning the change of ability of the user. The reflexes
and speed of a user are key to analyzing the overall physical,
mental, and neuromuscular health of the user. Although some systems
exist that target these characteristics, enhancements are needed to
realize the potential of such a training system.
SUMMARY
[0003] In one embodiment of systems and methods for target training
including synchronized music for providing training of a user, the
system includes an arena. The arena includes a plurality of towers,
the towers located within the area, the plurality of towers each
having a plurality of lighted targets. The system includes a
computing system, interconnected with the plurality of towers, the
computing system configured to turn on and off the lighted targets,
wherein the lighted targets are configured to be actuated by the
touch of a user as well as the computing system. Optionally, the
computing system is configured to turn the lighted targets on and
off according to a pattern. In one configuration, the pattern is
associated with a beat of a song. Optionally, the beat of the song
is determined by analyzing a digital representation of the song by
the computing system. In one alternative, the digital
representation is a digital music file provided to the computing
system. In another alternative, the computing system generates the
digital representation based on signals detected by a microphone
associated with the computing system. Optionally, the pattern is
provided to the computing system from an external source. In one
alternative, the external source is a remote server. Optionally,
the computing system detects a first tone having a first frequency
and amplitude and, after a first period of time, detects a second
tone having the first frequency and amplitude and, after a second
period of time, detects a third tone having a first frequency and
amplitude; and based on the first and second period being the same,
the period of the beat is set to the first period and a beat tone
to the first frequency and amplitude, and the computing system
subsequently actuates at least one of the plurality of lighted
targets upon an occurrence of the beat tone. Optionally, a time it
takes a user to actuate each lighted target of the plurality of
lighted targets is recorded by the system. In one alternative, the
time is used to calculate a score for the user representing a time
taken by the user to actuate all of the lighted targets actuated by
the computing system. Optionally, each of the plurality of lighted
targets has an associated tone; and the computing system is
configured to modify the associated tone. Alternatively, the
computing system is configured to light lighted targets according
to a presentation of a math problem, wherein one set of lighted
targets represents a mathematical operation; and lighted targets
are lighted according to providing a first number, the mathematical
operation, and a second number, and wherein the user actuates a
third number of lighted targets corresponding to the answer to the
math problem and, responsive to the user providing the answer
corresponding to a correct answer, the computing system provides an
indication to the user. In one configuration, the pattern is a
progressive pattern, the progressive pattern first presenting a
sequence of one lighted target and, subsequent to a user actuating
the correct lighted target previously presented, adding an
additional lighted target to the sequence and repeating the adding
of the additional lighted target each time the user actuates the
previously presented sequence correctly. Optionally, the pattern is
associated with sequences of at least two notes that reoccur in a
song. Alternatively, the computing system monitors the song for the
sequences of at least two notes by detecting the sequence of at
least two notes at a first time in the song, detecting the sequence
of at least two notes at a second time in the song, and setting the
sequence of at least two notes to actuating sequences, wherein
subsequently at least one of the plurality of lighted targets is
actuated by the computing system upon the occurrence of the
actuating sequence.
[0004] In another embodiment a method for determining a signal
pattern for an interactive device includes receiving, at a
computing system, a sound, the sound having a length and a pattern.
The method further includes determining the pattern with the
computing system. The method further includes synchronizing a
signal pattern output by the computing device with the pattern.
Optionally, the sound is a song. In one configuration, the signal
pattern indicates when visual cues are to be lit. Optionally, the
pattern is a beat and the beat of the song is determined by
analyzing a digital representation of the song by the computing
system. Alternatively, the digital representation is a digital
music file provided to the computing system. In another
alternative, the computing system generates the digital
representation based on signals detected by a microphone associated
with the computing system. Optionally, the pattern is provided to
the computing system from an external source. Alternatively, the
external source is a remote server. Optionally, the computing
system detects a first tone having a first frequency and amplitude
and, after a first period of time, detects a second tone having the
first frequency and amplitude and, after a second period of time,
detects a third tone having a first frequency and amplitude and
based on the first and second period being the same; sets the
period of the beat to the first period and a beat tone to the first
frequency and amplitude; and the computing system subsequently
actuates at least one of the plurality of lighted targets upon an
occurrence of the beat tone.
BRIEF DESCRIPTION OF THE FIGURES
[0005] FIG. 1 shows one embodiment of an arena for use with Systems
and methods for target training including synchronized music;
and
[0006] FIGS. 2a-2c shows an embodiment of a tower for use with the
arena of FIG. 1.
DETAILED DESCRIPTION
[0007] Various systems and methods are included in the Systems and
methods for target training including synchronized music. An
exemplary system 100 includes an area having either 8- or 6-foot
triangular sides, 101, 102. Herein, this system is referred to as
the "Arena." Although two particular configurations are discussed,
multiple other configurations may be utilized, including different
shapes and sizes of arenas. For instance, squares, hexagons, or
other geometric shapes may be used as arena shapes. As shown in the
schematic of FIG. 1, the exemplary Arena 101, 102 includes three
towers 110. These towers include multiple targets that light up for
the user to strike, either with their body or an implement. An
example of such a tower is shown in FIGS. 2a-2c. An object of the
game or training that the user engages in is to strike targets when
they illuminate. The system may also include a kiosk 103, where a
computing system 120 having a receiver 130 operates. The receiver
130 may receive music, either to be played through the computing
system or through an external music system that does not pass
through the computing system 120.
[0008] As shown in FIG. 2a, tower 110 includes a plurality of
lighted targets. The tower 110 includes floor lighted targets 211,
212, 213, 214, side lighted targets 221, 222, 223, 224, 225, 226,
front lighted targets 231, 232, 233, 234, 235, and top lighted
target 236. The configuration of the tower 110 is merely exemplary,
and different configurations of targets may be utilized.
[0009] As shown, various lighting configurations may be utilized
for different games. For instance, as shown in FIG. 2a, all lights
may be activated for targeting by a user. As shown in FIG. 2b, just
the middle level targets 222, 225, 233, 234 may be activated. As
shown in FIG. 2c just the middle, top, and one side of lighted
targets 224, 225, 226, 231, 232, 233, 234, 235, 236 are activated.
These are just a small number of the lighted configurations
possible.
[0010] Various configurations of lighting may be utilized to target
certain areas that require exercise or measurement. For instance,
if the subject has issues with a shoulder, only high lighted
targets may be lit, thus requiring the user to reach in an upward
fashion to activate targets.
[0011] In addition to the arena 101, 102 and the towers 110, the
system 100 includes a computing system. The computing system 120
may be installed as a permanent fixture as part of the system or
may be a personal computer or other computing device provided by
the user. In some embodiments, the computing system may have a
receiver 130 for receiving communications from another computing
device such as a smart phone or mp3 player that will provide a
source of music to the computing system 120.
[0012] In some configurations, the computing device includes an
input system such as a touch screen that allows the user to access
specific programs and configurations stored in the device.
Typically, the system 100 is controlled by software; and the
software provides for functionality, customization, and control of
the arenas and towers.
[0013] The software implemented on the system has numerous programs
and configurations. In one configuration, the system allows for the
user to provide music from an outside source and the lighting of
the targets is synchronized with the outside source of music. At
least two alternatives are possible for synchronizing the outside
source of music with the lighting of lighted targets. In a first
alternative, the music is provided from an outside source. The
music is routed through the computing system 120. The computing
system 120 implements software that delays the playing of the music
through speakers associated with the system. The delay need only be
momentary; long enough for the computing system to determine the
rhythm of the incoming music. A beat in music typically is marked
by wave forms of high amplitude.
[0014] The detection of the beat may be further broken down to
recognize patterns in specific pitch regions of the music,
typically referred to as high-, low-, and mid-frequency regions.
These regions may be differently defined in alternatives; however,
typically 500 hz is low frequency, anything, between 500 hz and
2,000 hz to 4000 hz is mid frequency, and anything higher than the
mid frequency is considered the high frequency. Typically in music,
either the low or mid frequencies define the beat of the music.
Therefore, by separating out the high-, low-, and mid-range
frequencies of the music, the beat of the music may be more easily
determined.
[0015] Therefore, in embodiments where the computing system 120 has
direct access to the digital music file or other music input to be
played, it may quickly scan either a portion of the music, or the
entire music file to determine the beat of the piece of music. It
may do so on a high-, mid-, low-frequency basis. The beat is framed
by period repetition of a frequency at an amplitude higher than the
surrounding area. The ability to scan an entire piece of music
prior to the synchronization of the music and the lighting of the
lighted targets is advantageous for synchronization, but not
required. This may be referred to as internal pre-fed detection of
beat patterns.
[0016] In an alternative, the computing system 120 may not directly
receive a digital input of the piece of music played. Instead the
system may "hear" or detect the music, using a microphone, and then
convert the sound into a digitized representation of the piece of
music. The computing system 120 divides the sounds into high-,
low-, and mid-range sounds, recording their amplitude, frequency,
and time-based occurrence. This may be referred to as ambient
detection and beat patterning.
[0017] After detecting a small portion of the music, the computing
system is able to determine the beat of the music. This is
typically a period of three repetitions of the beat pattern.
Therefore, in one alternative, the system detects a first high
amplitude note of a first frequency in a mid-frequency range. A
first period of time later, greater than a minimum period of time
based on known beat periods, the system detects a second high
amplitude note of the first frequency in a mid-frequency range. If
after the second period of time the system detects a third high
amplitude note of the first frequency in a mid-frequency range,
then high amplitude notes having a similar amplitude to the first,
second, and third note and having the same frequency are determined
to be the beat notes. Thereafter, when beat notes occur, the system
100 activates various lighted targets according to the program
employed. Optionally, if the beat meter of the song is known, it
may be pre-fed into the system 100. The system then may operate
knowing what the first and second periods of time should be.
[0018] In another alternative, the system 100 may be configured to
learn the beats of certain songs, such that the second time the
song is heard, no buffer for the detection of the beat is needed.
In this case, the user indicates during the first playing of the
song a name or other identifier for the song. Prior to the playing
of the song for the second time, the user makes an indication using
system 100 that the prior song will be played. Over time, a large
database of training songs may be programmed into the system
100.
[0019] In one alternative, in addition to detecting a primary beat
as described above, the system may continue the detection process
identified above for other portions of the musical piece. Many
musical pieces may have two or more beat schemes for different
sections of the song. Therefore, the system may continue to detect
patterns in the music when it detects a first high amplitude note
of a second frequency in a mid-frequency (or other frequency)
range. A third period of time later, greater than a minimum period
of time based on known beat periods, the system detects a second
high amplitude note of the second frequency in a mid-frequency
range. If after a fourth period of time the system detects a third
high amplitude note of the second frequency in a mid-frequency
range, then high amplitude notes having a similar amplitude to the
first, second, and third notes and having the same frequency (the
second frequency) are determined to be the second set of beat
notes. Therefore, when the second set of beat notes occur, the
system 100 activates various lighted targets according to the
program employed.
[0020] Note that beat notes may overlap in some pieces of music
and, therefore, the first beat notes and activation of lighted
targets accordingly and the second set of beat notes and the
activation of lighted targets accordingly may overlap.
[0021] In an additional configuration, the system 100 may be
designed to detect additional features of music, such as
non-periodic complex melody schemes. As the music plays, the system
100 may record combinations of two or more notes. After a
combination is recorded, the system will monitor for additional
occurrences of the combination. If the combination occurs three
times, then the system may begin to associate the activation of
lighted targets with the note combination, either on the first,
middle, last, or any note of the combination. This procedure tends
to perform better with more complex note combinations of five or
more notes; however, different defaults optionally may be set by
the user. It also is not necessary for combinations to occur three
times before association occurs, especially in cases of more
complex note combinations.
[0022] In some embodiments, melody detection based on combinations
of two or more notes may be enhanced by emphasizing combinations
having slightly higher amplitude. Moreover, lighted targets may be
preferentially activated upon the highest amplitude portions of
note combinations. Optionally, this may be further optimized by
activating according to the highest amplitude portions of note
combinations when those portions are followed by an area of lower
amplitude (volume) sound.
[0023] Although these procedures are discussed in relation to
monitoring music provided by an ambient or outside source, they can
be equally and more easily applied to digital or other source feed
through the system. Also, in all cases, songs that are detected and
patterned for beats or melodies previously may have beat and melody
patterns pre-stored and associated with an identifier, typically
the name of the song. This process may be referred to as "usage of
predetermined beat patterns."
[0024] In another alternative, a remote database of song beat
patterns may be developed and stored. Users may then access, by
downloading from a remote database or transferring into the system
100, the beat pattern (or melody pattern). Of course, combinations
of these schemes include ambient detection and beat patterning,
internal pre-fed detection of beat patterns, and usage of
predetermined beat patterns. The beat patterning techniques
described herein may obviate the need to license music to operate
the system.
[0025] In other configurations, lighted target activation may occur
manually by the player setting the initial interval or by a preset
variable interval program.
[0026] Since the system is designed to be a game in some
embodiments, a scoring procedure may be utilized. Scoring
procedures additionally may provide for easy-to-compare measures of
user performance. The game measures intervals of target taps for
consistency of interval (hitting to the beat). Players may be
scored as to accuracy of intervals (and whether hitting too soon or
too late). In one music game, all targets (or pre-defined target
groups) are lit. As player hits targets, they go out. After all
targets on a tower are hit out, they re-light.
[0027] The concept of rhythmicity involves mentally planning at
what point in time the target will be hit. This improves executive
motor planning function. There are also physical fitness benefits
due to the stretching, lunging and other movements made by the
player during the course of the game.
[0028] The system 100 may have applications as follows: [0029] In
an "Interactive Gym" area where "Dance, Dance, Revolution" (or
similar) is also being used. Can utilize the music from the DDR
game, which helps avoid cacophony in the gym. [0030] Bar
environment: similar to a mechanical bull, players could compete
for best scores in Makoto while hitting lights to the music of the
house band. [0031] Gyms, workout facilities--players use headphones
to workout.
[0032] In one embodiment, the system 100 may be configured to light
lighted targets in a progressive pattern, and then the user will be
asked to repeat the pattern. For instance, first a single lighted
target may be lit and turned off. Then the user is to touch and
light that target within a preset period of time, such as 5 seconds
for example. If the user is successful, the first target will again
light and turn off, and then a second lighted target will light and
turn off. Then the user is to touch and light each target, in
order, within a preset period of time, such as five seconds+two
seconds for each additional target, for example. The process will
continue until the pattern is completed by adding a number of
additional targets or the user misses a target, either by not
hitting the target within the allotted time period or not hitting
targets in the correct order. The game encompasses as many as 48
targets among three towers and floor pods.
[0033] Scoring may be based on accuracy (the number of correct
targets in a row).
[0034] Difficulty levels are comparable to current "Sudden Death"
options where Beginners can miss four targets, and the game stops
on the fifth missed target. Intermediate can miss two targets, the
game stops on the third missed target, and advanced stops on the
first missed target.
[0035] In another embodiment, the user may record their own program
for usage. In this program, the lighted targets will light up and
play their sound file when touched/activated. React+Record will
allow for actual music to be recorded by benefit of the new Sound
Schemes.
[0036] In some embodiments, particular sounds may be associated
with either the lighting of a lighted target or a user touching a
lighted target to put it out. The lighted targets employ what is
referred to as the "Quad Tones."
[0037] The upper four lighted targets, 223, 224, 235, and 236, may
have the highest tone. The middle four targets 222, 225, 233, and
234 may have the next highest tone. The lower four targets, 221,
226, 231, and 232, may have a lower tone. The floor targets 211,
212, 213, and 214 may have the lowest tone. The tower 110 includes
floor lighted targets, 211, 212, 213, and 214; side lighted targets
221, 222, 223, 224, 225, and 226; front lighted targets 231, 232,
233, 234, 235; and top lighted target 236. The configuration of
tower 110 is merely exemplary, and different configurations of
targets may be utilized.
[0038] Sound Theme Options: Sounds can be associated to each of the
individual targets.
[0039] Sound themes may be associated with a single sound to a zone
of targets as above including the upper four zone targets, the
middle four zone targets, the lower four zone targets and the floor
pod targets.
[0040] Optional sound schemes can be:
TABLE-US-00001 Farm animals Farm animals Sci-Fi sounds Sci-Fi
sounds (four tones) (12 tones) (four tones) (12 tones) Sound
effects Sound effects Musical instruments Musical (four tones) (12
tones) (four) instruments (10) Musical (12) Musical (16) Military
training Location - verbal sounds (four) Multiplication Addition
Subtraction Division tables instructions instructions instructions
Foreign Movement Visual scanning language instructions commands
[0041] Improved retention of information is seen when gross motor
movements are combined with the learning session. Therefore,
individuals can learn math or other skills while playing a
game.
[0042] In another configuration, a Multiplication, Addition,
Division, or Subtraction sound theme is chosen for a math program
running within the system 100. When target #4 goes off in the
3.times. Multiplication game, the verbal sound cue is "Three times
four." The player provides a vocal response ("twelve") and then
hits the target. The acknowledgement sound for the target plays the
sound file with the correct answer.
[0043] In one configuration a number of the target would correspond
to the sound file. To learn the 6 multiplication tables, for
example, when target #4 lights up, the sound file would be "four
times six." Player should respond with "24" before hitting and
turning off target.
[0044] For additional brain boost add specific gross motor
movements to perform. For example, for multiplication a player does
a jumping jack before hitting target, for addition--player jumps
with arms held straight out from sides (+), subtraction, deep knee
bend with arms in front, etc.
[0045] Tower "sections" (top 9-12--targets 223, 224, 235, 236,
middle 5-8--targets 222, 223, 225, 234, bottom 1-4--targets 221,
226, 231, 232) allow for learning in "blocks." Smaller, easier
numbers in bottom section for younger children.
[0046] In one embodiment, the system may be used to teach Foreign
Languages and include 36 sound files of discrete words (48 if using
floor pods) and can help player improve foreign language
vocabulary. Multiple sound theme "packs" would be for varying
levels of vocabulary. (Beginner Spanish might include 5 packs for a
total of 240 words.) When target lights, sound file of
word/pause/translated word plays. Player must give correct
translated word before hitting target. Other classmates/teacher
ensure correctness of response. If player can't think of correct
word, sound file plays translated word before "timing out." (Sound
file examples: "mesa--(2-second pause)--table" [next target]
"gato--(2-second pause)--cat.") Length of pause can be varied
depending upon student level.
[0047] Other types of inquiries may be used as well, including but
not limited to Capitals of the US/World, US Presidents, True/false
questions, etc. With the true/false two targets light up when sound
file question plays. Player hits "green" for "true" and "red" for
"false."
[0048] In some embodiments, forced cross-midline training is
utilized such as Left hand/right hand, Left foot/right foot. Sound
files would be associated with targets so as to force cross midline
motion. Targets on the left side of the tower would have sound
files to use the right or left foot. Center targets would alternate
left and right sound files.
[0049] Custom sound files/programs, can be developed to achieve
unique training programs. (Instructions such as "do 3 jumping
jacks", "go shoot basket", "run around outside of arena once",
"REVERSE: 67113", "SPELL *ampersand*")
[0050] In some embodiments, alternate instruction may be used in a
therapy room. Color/number cards are placed on wall around the
room. Makoto target lights up and it's red. Player scans room for
red card and follows instructions for that color. Subsequent
instructions can be simple or complex depending upon age of
player.
[0051] In another configuration, a "Playback" program a player is
presented with a series of targets and then the player must repeat
the pattern. In some configurations, one additional target is added
to the sequence each time. The user may set the difficulty level
and either play at a "Beginner" level where the user can miss 5
targets before the game ends, and "Intermediate" level where the
user can miss 3 targets, and an "Advanced" level which ends with
the first missed target.
[0052] In another alternative, a "Puppetmaster" program allows a
coach/trainer or doctor/therapist to control which target will
light up. It is, in essence, a simple "on/off" program. The
computer touch screen displays iconic representations of the
towers. The coach taps a target on screen to light up the
corresponding target. See FIG. 2 for possible representations of
the towers.
[0053] Another program includes a "Record Mode" which is a playback
of targets hit by a player. This can be at the speed recorded or at
a faster or slower speed. In this way a trainer or user may record
a routine at one speed and play it back at faster or slower speeds
for training purposes.
[0054] Another configuration includes a "Fill in the Blank" mode
that allows for player to "move" colored targets to their
appropriate colored tower. The mode is like a 3D video game in
which the topmost targets light up, then "move" to the next lower
level. Red targets need to be moved to Tower 1, Green targets to
Tower 2 and Blue targets to Tower 3. To "move" a target, player
double taps lit target, then moves to appropriate tower and taps
desired ending location. Player scored on time and number of
correctly moved targets.
[0055] Another configuration includes a missile launch mode that
utilizes floorpods. Similar to "Fill in the Blank" in that targets
light at the top and move down. Player must go and stomp on floor
pod targets to shoot down the "descending" targets.
[0056] Improved brain function/development is seen with certain
types of music. (I know there are studies on this--Mozart and other
classical music).
[0057] One implementation of a music program includes lighting all
of the targets. As player hits target, it turns off and records
whether hit was on beat, early or late and by how much. A target
may not be hit twice in succession. This simple game, using music
that the player enjoys, employs the same executive motor
planning.
[0058] In another embodiment a method for determining a signal
pattern for an interactive device includes receiving, at a
computing system, a sound, the sound having a length and a pattern.
The method further includes determining the pattern with the
computing system. The method further includes synchronizing a
signal pattern output by the computing device with the pattern.
This method (and other methods) may be implemented in a system
configured to perform the method described and may by a computer
running code for executing the methods described. Optionally, the
sound is a song. In one configuration, the signal pattern indicates
when visual cues are to be lit. Optionally, the pattern is a beat
and the beat of the song is determined by analyzing a digital
representation of the song by the computing system. Alternatively,
the digital representation is a digital music file provided to the
computing system. In another alternative, the computing system
generates the digital representation based on signals detected by a
microphone associated with the computing system. Optionally, the
pattern is provided to the computing system from an external
source. Alternatively, the external source is a remote server.
Optionally, the computing system detects a first tone having a
first frequency and amplitude and, after a first period of time,
detects a second tone having the first frequency and amplitude and,
after a second period of time, detects a third tone having a first
frequency and amplitude and based on the first and second period
being the same; sets the period of the beat to the first period and
a beat tone to the first frequency and amplitude; and the computing
system subsequently actuates at least one of the plurality of
lighted targets upon an occurrence of the beat tone.
[0059] Various embodiments of systems and methods for determining a
signal pattern for an interactive device as well as the other
systems and methods described herein may be implemented fully or
partially in software and/or firmware. This software and/or
firmware may take the form of instructions contained in or on a
non-transitory computer-readable storage medium. Those instructions
then may be read and executed by one or more processors to enable
performance of the operations described herein. The instructions
may be in any suitable form, such as, but not limited, to source
code, compiled code, interpreted code, executable code, static
code, dynamic code, and the like. Such a computer-readable medium
may include any tangible non-transitory medium for storing
information in a form readable by one or more computers, such as,
but not limited to, read only memory (ROM); random access memory
(RAM); magnetic disk storage media; optical storage media; a flash
memory, etc.
[0060] In addition to a computing system configured to determine a
signal pattern for an interactive device receiving signals via a
microphone, the system may receive signals via a variety of
interfaces such as WiFi, Bluetooth, and other transmission mediums.
In some embodiments a computing device such a smart phone, tablet,
or other computer may interface with computing system configured to
determine a signal pattern for an interactive device, via WiFi or
Bluetooth or other communication medium. The computing system
configured to determine a signal pattern for an interactive device
may then run an associated system that creates other visual and
audio indications based on the signal pattern received.
[0061] A variation includes using the Upper section of targets to
direct player to next "active" tower. If topmost target is lit
(target #1--target 236--see "Target Location ID" which is different
than Math ID), then the same tower will be active next. If target
#2 (top left--target 223) is lit, then the next active tower will
be to the left. Target #3--target 224--will indicate the tower to
the right. Every tower will show a different directional light.
[0062] In this variation, targets will light early--ahead of the
beat--and go through a color change becoming red at the exact time
of the "beat" interval and fade to blue.
[0063] In an alternative, programming plays sound file associated
with target. Imagine targets in Arena as piano keys. When player
taps target, arena plays musical note for that location. 36/48
notes are available for sound files.
[0064] Although many of the methodologies and system described
above relate to the arena and tower system described, they may be
applied to other systems, whether tower and arena based or not.
This includes, but is not limited to, other type of game, learning,
and entertainment systems.
[0065] The previous detailed description is of a small number of
embodiments for implementing the Systems and methods for target
training including synchronized music and is not intended to be
limiting in scope. The following claims set forth a number of the
embodiments of the Systems and methods for target training
including synchronized music disclosed with greater
particularity.
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